Fetching WebGPU shaders. Created my first bona fide pipeline. The vertex shader compares the built-in vertex index and the numRows/numColumns uniforms to produce a grid of quads with no vertex or index buffer whatsoever!

This commit is contained in:
Rezmason
2021-10-27 01:35:23 -07:00
parent 1827fd94a6
commit 8c62146884
3 changed files with 113 additions and 4 deletions

View File

@@ -6,6 +6,9 @@ const getCanvasSize = (canvas) => {
export default async (canvas, config) => {
console.log(config);
const numColumns = config.numColumns;
const numRows = config.numColumns;
if (navigator.gpu == null) {
return;
}
@@ -36,14 +39,78 @@ export default async (canvas, config) => {
// TODO: create buffers, uniforms, textures, samplers
const uniformBufferSize = 4 * (1 + 1);
const uniformBuffer = device.createBuffer({
size: uniformBufferSize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, // Which of these are necessary?
mappedAtCreation: true,
});
new Int32Array(uniformBuffer.getMappedRange()).set([numColumns, numRows]);
uniformBuffer.unmap();
// TODO: create pipelines, bind groups, shaders
const [vert, frag] = await Promise.all(["shaders/rainPass.vert.wgsl", "shaders/rainPass.frag.wgsl"].map(async (path) => (await fetch(path)).text()));
const additiveBlendComponent = {
operation: "add",
srcFactor: "one",
dstFactor: "one",
};
const additiveBlending = {
color: additiveBlendComponent,
alpha: additiveBlendComponent,
};
const rainRenderPipeline = device.createRenderPipeline({
vertex: {
module: device.createShaderModule({
code: vert,
}),
entryPoint: "main",
},
fragment: {
module: device.createShaderModule({
code: frag,
}),
entryPoint: "main",
targets: [
{
format: presentationFormat,
blend: additiveBlending,
},
],
},
primitive: {
// What happens if this isn't here?
topology: "triangle-list", // What happens if this isn't here?
cullMode: "none", // What happens if this isn't here?
},
});
const uniformBindGroup = device.createBindGroup({
layout: rainRenderPipeline.getBindGroupLayout(0),
entries: [
{
binding: 0,
resource: {
buffer: uniformBuffer,
},
},
],
});
const bundleEncoder = device.createRenderBundleEncoder({
colorFormats: [presentationFormat],
});
// TODO: create render bundle(s)
const bundle = bundleEncoder.finish();
const renderBundles = [bundle];
bundleEncoder.setPipeline(rainRenderPipeline);
bundleEncoder.setBindGroup(0, uniformBindGroup);
bundleEncoder.draw(6 * numColumns * numRows, 1, 0, 0);
const renderBundles = [bundleEncoder.finish()];
// queue.writeBuffer(uniformBuffer, 0, new Int32Array([numColumns, numRows]));
const frame = (now) => {
const canvasSize = getCanvasSize(canvas);
@@ -58,7 +125,7 @@ export default async (canvas, config) => {
// TODO: update the uniforms that change, write to queue
renderPassConfig.colorAttachments[0].loadValue.g = Math.sin((now / 1000) * 2) / 2 + 0.5;
renderPassConfig.colorAttachments[0].loadValue.r = Math.sin((now / 1000) * 2) / 2 + 0.5;
renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
const encoder = device.createCommandEncoder();

View File

@@ -0,0 +1,3 @@
[[stage(fragment)]] fn main([[location(0)]] UV : vec2<f32>) -> [[location(0)]] vec4<f32> {
return vec4<f32>(0.0, UV, 1.0);
}

View File

@@ -0,0 +1,39 @@
[[block]] struct Uniforms {
numColumns: i32;
numRows: i32;
};
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
struct VertexOutput {
[[builtin(position)]] Position : vec4<f32>;
[[location(0)]] UV : vec2<f32>;
};
[[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32) -> VertexOutput {
var i = i32(VertexIndex);
var quadIndex = i / 6;
var cornerPosition = vec2<f32>(
f32(i % 2),
f32(((i + 1) % 6 / 3))
);
var x = uniforms.numColumns;
var position = cornerPosition;
position = position + vec2<f32>(
f32(quadIndex % uniforms.numColumns),
f32(quadIndex / uniforms.numColumns)
);
position = position / vec2<f32>(
f32(uniforms.numColumns),
f32(uniforms.numRows)
);
position = position * 2.0 - 1.0;
return VertexOutput(
vec4<f32>(position, 1.0, 1.0),
cornerPosition
);
}